End Space VR

Today the new Oculus Go all-in-one VR headset is released and End Space has been updated to take full advantage. We received our Oculus Go in December 2017 and were instantly excited about it. It removes all the pain points of the Gear VR from the user and developer experience and improves on the Samsung Gear VR in a lot of areas. Oculus invited Lee and I to the first ever Oculus Developer Summit at their head office in Menlo Park. Only 20 selected developers were invite to attend and we were honored to be part of it. We got a exclusive first look and Go and some other exciting upcoming things from Oculus. To cap it off they even took us out for a fun night of Go-Karts (no pun intended).

Today we are incredibly excited to welcome our new community of Steam users to End Space. We have support for the HTC Vive, Windows Mixed Reality, and of course the Oculus Rift. Our goal of creating a exciting space combat VR game has now become a reality, and we are excited to share it with you. Enlist today in the ranks of the United Trade Consortium! May your tracking stay true, and your boosters always full.

End Space is coming to Steam on March 29 2018! The Steam edition of End Space features HTC Vive and Windows Mixed Reality support through OpenVR and supports Oculus Rift via the Oculus SDK. Click to go to the End Space Steam Store page.

Steam Release

The Steam release of End Space has support for OpenVR and Oculus SDK which gives players the option to play with pretty much all of the major headsets out there, for example the HTC Vive, Oculus Rift and any of the Windows Mixed Reality devices. Just like the Oculus Home release, players can choose their favorite way to fly: Motion controllers, gamepad, or HOTAS. There are two options for motion controller flight: Virtual joystick with gaze for targeting: “Ultrawings-like”, or laser pointer targeting and look to fly “Eagle Flight-like”. Basically, you can either target with your gaze and fly with your motion controller or you can target with your motion controller and fly with your gaze. Read more about these options in a previous blog post under “New Motion Control Schemes”. We’ve also implemented additional yaw and pitch controls onto the thumbpad axis of your primary hand controller, giving you yet another way to fly. There are many other options available in the Settings menu allowing you to customize to your taste, such as switching your primary hand from right hand to left hand and inverting the input axis.

Oculus Rift support is via the Oculus SDK. Users will find the Rift experience on Steam is exactly the same as that on Oculus Home and requires Oculus Home to be installed.

We’ve also added Steamworks SDK support for Steam Achievements. There will be 12 achievements available to unlock at launch with more achievements and Steamworks features planned for future updates.

The feedback on End Space has been excellent. It’s been awesome to see so many people picking it up and enjoying it since it’s release on the Oculus Rift. Best part of my day is getting emails from people telling me they are having fun with the game and really enjoy it. Some of those emails have also come with some really constructive feedback and bug reports. Since the release of 1.0.1 the work continues to make playing End Space more enjoyable. We just released patch 1.0.2 on the Oculus Store and down below is a list of all the fixes.

We just deployed a small update to the game to fix various issues people have pointed out over the weekend after the release. Main issues fixed are with improved controller support for joysticks and throttle control as well as a few extra options to custom tune exactly how you want to fly your Minos space fighter.